Sliding simulator and game apparatus using the same

ABSTRACT

A sliding simulator includes swinging member. The swinging member is swung right and left by a player standing thereon. A swing sensor senses swing movement of the swinging member. An image generating unit generates an image in response to a signal sensed by the swing sensor. The image is displayed on a display.

This is a Continuation of Application Ser. No. 08/665,289 filed Jun. 17,1996 now U.S. Pat. No. 5,713,794.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The invention relates to a sliding simulator and a game apparatus usingsuch a sliding simulator.

2. Description of Related Art

A skiing simulator system in which a player stands on boards similar toski plates to play a pseudo-skiing is known.

However, such a skiing simulator system could not simulate the actualskiing action and have less reality.

SUMMARY OF THE INVENTION

An object of the invention is to provide a sliding simulator capable ofproviding a sliding action very similar to the actual sliding action anda game apparatus using such a sliding simulator.

The sliding simulator of the invention comprises a swinging member. Theswinging member is swung right and left by a player standing thereon. Aswing sensor senses swing movement of the swinging member. An imagegenerating unit generates an image in response to a signal received fromthe swing sensor. The image is displayed on a display.

According to the invention, a player may obtain an actual slidingfeeling depending upon the setting of the device.

With the sliding simulator, the swinging member can have a pair of stepsand an edging sensor. Each of said steps is designed for the player'sstanding thereon with each of the player's feet. Each of the steps isrotatably supported along an access extending behind and in front ofsaid player. When the steps are inclined by the player, the player canperform an edging action. The edging action is accomplished above thestep rotating shafts within the maximum inclination angle from areference position in which the inclination angle is equal to zero. Theedging sensor senses this inclination angle. A signal sensed by theedging sensor is inputted into the image generating unit and is used aspart of information for generating the image.

According to this, the player can feel a sense further similar to theactual sliding sense by edging action through rotating the steps.

With the sliding simulator of the invention, the steps can beinterlocked to be made parallel.

The sliding simulator of the invention may comprise a support meansgrasped by said player to support the player with the player's hands.

With the sliding simulator of the invention, the image may be athree-dimensional image.

The game apparatus of the invention comprises the sliding simulator ofthe invention for playing a skiing game.

BRIEF DESCRIPTION OF THE DRAWINGS

The invention is described in detail with reference to the followingdrawings, wherein:

FIG. 1 is a plan view showing the internal structure of an oscillator;

FIG. 2 is a side view of the oscillator of FIG. 1;

FIG. 3 is a plan view showing the movement of the oscillator of FIG. 1;

FIG. 4 is a side view of the oscillator of FIG. 3;

FIG. 5 is a plan view showing the movement of the oscillator;

FIG. 6 is a plan view showing the movement of the oscillator;

FIG. 7A is a longitudinal cross-section of a reaction generating sectionin the illustrated embodiment;

FIG. 7B is a cross-sectional view taken along a line B--B in FIG. 7A;

FIG. 7C is a cross-sectional view taken along a line C--C in FIG. 7A;

FIG. 8A is a longitudinal cross-section of another reaction generatingsection;

FIG. 8B is a cross-sectional view taken along a line D--D in FIG. 8A;

FIG. 9 is a perspective view of a ski game apparatus;

FIGS. 10A and 10B show plan and side views of the ski game apparatus;

FIG. 11 illustrates the swinging motion of the simulator controllingdevice;

FIGS. 12A and 12B illustrate the edging motion of the steps in an inputboard of the simulator controlling device;

FIGS. 13A and 13B illustrate the locus of the player in the game;

FIG. 14 illustrates the details of a game scene;

FIG. 15 is a functional block diagram of the simulator controllingdevice;

FIGS. 16A and 16B illustrate three-dimensional game scenes;

FIGS. 17A, 17B and 17C illustrate analog wave forms based on swingangles which are sensed by a swing sensor;

FIG. 18 illustrates a game scene in which the player is performing askating action;

FIG. 19 illustrates a modified form of the illustrated embodiment;

FIG. 20 illustrates another modified form of the illustrated embodiment;and

FIG. 21 illustrates still another modified form of the illustratedembodiment.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Some preferred embodiments of the invention will now be described indetail with reference to the drawings. FIGS. 1 to 8B show thedistinctive structure of one embodiment to which the invention isapplied. Prior to the detailed description of such an embodiment, theoverall structure thereof will be described with reference to FIGS. 9 to11.

Overall Structure

FIG. 9 shows a preferred arcade ski game apparatus to which theinvention is applied. FIG. 10A is a plan view of such a ski gameapparatus while FIG. 10B is a side view of the ski game apparatus.

The illustrated ski game apparatus comprises an input board 120imitating actual ski plates and a display 130 located in front of theinput board 120. Two ski sticks 118 imitating actual ski sticks arefixedly mounted on a housing 110. A player is to support his or her ownbody by grasping the right and left sticks 118.

The player stands on right and left steps 120a and 120b with both of hisor her feet, these steps being mounted on the input board 120. With theright and left sticks 118 grasped by the player, he or she supports hisor her own body and performs turns as in the actual skiing.

The turning action is accomplished by combining a horizontal swingaction with an edging action in which the right and left steps 120a and120b are inclined.

FIG. 11 illustrates the swing action on the input board 120. The inputboard 120 is located adjacent to the floor. The input board 120 is alsopivotally mounted on the oscillator 10 for performing the swing action.

The swing action is accomplished about a rotating shaft 14 (see FIG. 1)for the input board within the maximum swing angle θ_(max) in either ofthe right or left direction from a reference position. The swing angle θis zero at the reference position. The input board 120 shown by solidline in FIG. 11 is placed at the reference position. The referenceposition is defined herein such that the overall body of the playerfaces a screen 130 when the player gets on the input board 120.

The swing angle θ in the swing action is sensed by a swing sensor 18(see FIG. 2) which is disposed in the oscillator 10. The swing sensor 18comprises a variable revolving type resistor such that the swing angle θof the input board 120 along the horizontal plane will be sensed as aresistance.

The input board 120 is forced to the reference position at which theswing angle θ is equal to zero (the position of the input board shown bysolid line in FIG. 11). As the swing angle θ increases, the elasticforce toward the reference position also increases. This can beaccomplished by such means as will be described later. The player swingsor oscillates the input board 120 in the right and left directionsagainst the elastic force. Thus, the player can perform turns whilefeeling loads on both of his or her feet as in the actual skiing.

Distinctive Structure

The distinctive structure of this embodiment will now be described withreference to FIGS. 1 to 8B.

FIG. 1 is a plan view of the internal structure of the oscillator 10while FIG. 2 is a side view thereof. In these figures, the input board120 is restricted so that it will not oscillate.

FIG. 3 is also a plan view of the internal structure of the oscillator10, differing from FIGS. 1 in the input board 120 being freely swung oroscillated. FIG. 4 is a side view of FIG. 3.

As illustrated, the input board 120 is fixedly mounted on the rotatingshaft 14 through an arm 12. The rotating shaft 14 is of squarerod-shaped configuration and includes a cylindrical portion 14a formedon part of the rotating shaft 14. The cylindrical portion 14a issupported by a radial bearing 16 which is fixedly mounted on the housing110. Thus, the input board 120 can be rotated or oscillated with therotating shaft 14 (see FIGS. 5 and 6).

As can be seen from FIG. 2 or 4, on the top of the rotating shaft 14 ismounted a reaction generating section 20 that forces the rotating shaft14 to return it back to a given position. A reaction generating section30 is mounted on the rotating shaft 14 at the opposite side to the inputboard 120. The reaction generating section 30 is adapted to force astopped element 32 toward a given position. The stopped element 32 is ofa plate-shaped arm that can be swung or oscillated as shown in FIG. 6.At the end of the stopped element 32 is rotatably mounted a roller 32a.The stopped element 32 can smoothly slide on the other member throughthe roller 32a. The details of the reaction generating sections 20 and30 will be described later.

The stopped element 32 is disposed within an oscillation area 42 and anoscillation stopping area 44 which are defined by a stopper 40. Moreparticularly, the roller 32a of the stopped element 32 is disposedwithin the oscillation stopping area 44.

The stopper 40 is of a plate-shaped configuration having a cut-out thewidth of which gradually increases toward the stopped element 32 to formthe oscillation area 42. More particularly, the oscillation area 42 iscut out to have the maximum width adjacent to the end of the stopper 40and to have the width gradually decreased from the end of the stopper40. The oscillation stopping area 44 is formed in the stopper 40 at aposition most remote from the stopped element 32. The oscillationstopping area 44 has its width sufficient to receive the roller 32aleaving some clearance. The stopper 40 can be moved toward or away fromthe stopped element 32. FIGS. 1 and 2 show the stopper 40 at a positionin which it is most close to the stopped element 32. FIGS. 3 and 4 showthe stopper 40 at a position in which it is most spaced away from thestopped element 32.

For such a purpose, the housing 110 includes a motor 46 mounted therein.On the top face of the stopper 40 is mounted an engagin portion 40awhich has a female screw. A rotating rod 48 which has a male screw isrotatably driven by a motor 46. The stopper 40 can be moved forward andbackward by the engagement of the female screw of the engaging portion40a and the male screw of the rotating rod 48.

When the stopper 40 is in its most advanced position as shown in FIGS. 1and 2, the roller 32a is fitted into the oscillation stopping area 44.As a result, the stopped element 32 cannot be oscillated with the inputboard 120. Eventually, the input board 120 will be stopped.

On the other hand, when the stopper 40 is in its most retracted positionas shown in FIGS. 3 and 4, the roller 32a can be freely moved within theoscillation area 42. Thus, the stopped element 32 can be oscillated withthe input board 120 within this range. Eventually, the input board 120can be oscillated, as shown in FIG. 5.

Since the stopper 40 can be smoothly moved by rotating the rotating rod48, the stopper 40 can be positioned not only at the position mostremoted from the stopped element 32 as shown in FIG. 3, but also at anymiddle position. Since the notch forming the oscillation area 42 hasinclined side edges, the oscillating range of the stopped element 32 canbe varied depending on the relative position between the stopper 40 andthe stopped element 32.

When the stopper 40 is positioned at a certain place, a desiredoscillating range can be provided. More particularly, the stoppedelement 32 and input board 120 will not be oscillated under such acondition that the roller 32a has been received in the oscillationstopping area 44 (see FIG. 1). As the stopper 40 is moving backward, therange within which the stopped element 32 and input board 120 can beoscillated gradually increases. In other words, this range graduallydecreases as the stopper 40 is moving forward from its most retractedposition (see FIG. 3). As the roller 32a has moved into the oscillationstopping area 44 (see FIG. 1), the stopped element 32 and input board120 will be stopped in oscillation.

According to this embodiment, thus, the oscillation in the input board120 is gradually stopped, rather than rapidly stopped. A player gets onthe input board 120 while playing a game and gets off after the game isover. Therefore, The input board 120 is gradually stopped so that anyviolent impact will not be given and the player can get off the inputboard 120 easily.

If the input board 120 is further inclined from its position shown inFIG. 5, the stopped element 32 itself is also more or less inclined asshown in FIG. 6. The input board 120 can be further inclined more orless depending on the further inclination of the stopped element 32.Since a reaction force is given by the reaction generating portion 30 tothe stopped element 32, however, it is required to incline the inputboard 120 through a force larger than that in the oscillation within therange shown in FIG. 5. The reaction generating portion 30 is basicallysimilar to the reaction generating portion 20 (see FIGS. 2 and 4) on therotating shaft 14. Therefore, the reaction generating portion 20 will befirst described.

FIGS. 7A, 7B and 7C show the reaction generating portion 20. The inputboard 120 is inclined by the maximum angle (see FIG. 6).

FIG. 7A is a longitudinal cross-section of the reaction generatingportion 20. FIG. 7B is a cross-sectional view taken along a line B--B inFIG. 7A. FIG. 7C is a cross-sectional view taken along a line C--C inFIG. 7A.

As shown, the reaction generating portion 20 comprises inner limitingportions 22 and 24, an outer limiting portion 26 and elastic portions 28and 29.

Each of the inner limiting portions 22 or 24 is of square rod-shapedconfiguration. The inner limiting portions 22 is formed at the top ofthe rotating shaft 14. The inner limiting portion 24 is coaxiallydisposed above the inner limiting portion 24 with some distance.

The outer limiting portion 26 is a pipe having its square cross-sectionspace where the inner limiting portions 22 and 24 is contained. Moreparticularly, the outer limiting portion 26 is formed by a pair of pipehalves that are clamped with each other by means of bolts and nuts. Theouter limiting portion 26 is positioned at a location where it has beenrotated by 90 degrees relative to the inner limiting portions 22 and 24.In other words, the outer sides of the inner limiting portions 22 and 24face the internal corners of the outer limiting portion 26 to formsubstantially triangular spaces therebetween.

Elastic portions 28 or 29 is pressed into the corresponding triangularspace while being more or less compressed. The shape of the elasticportions 28 and 29 is selected such that the triangular configurationcan be maintained through a reaction produced when the elastic portionis pressed into the triangular space. The elastic portions 28 and 29 arepreferably formed of a elastic material having its particularly superiordurability such as rubber or the like.

In such a manner, the elastic portions 28 are interposed under pressurebetween the outer limiting portion 26 and the inner limiting portion 22while the elastic portions 29 are interposed under pressure between theouter limiting portion 26 and the inner limiting portion 24. The outerlimiting portion 26 connects the inner limiting portions 22 and 24through the elastic portions 28 and 29. In addition, the outer limitingportion 26 is not fixed to any other member.

In such an arrangement, the reaction generating portion 20 functions asfollows. All the corners of the inner limiting portions 22 and 24 aredirected toward the input board 120 when the latter is in its uprightposition as shown in FIG. 2.

As the input board 120 is gradually inclined, the rotating shaft 14starts to rotate. Then the inner limiting portion 22 on the top of therotating shaft 14 starts to rotate. Thus, the triangular spaces betweenthe outer sides of the inner limiting portion 22 and the internalcorners of the outer limiting portion 24 begin to be deformed. Theelastic portions 28 disposed in these triangular spaces are to maintaintheir triangular configuration as described above. Thus, a reactionforce against the oscillating force of the input board 120 will be givenby the elastic portions 28.

As the input board 120 is further inclined, the elastic portions 28 arefurther compressed to increase the reaction force. The reaction forcefunctions to rotate the outer limiting portion 26 to such a state asshown in FIGS. 7A-7C (see FIG. 6). In other words, the rotation of therotating shaft 14 rotates the inner limiting portion 22 to compress theelastic portions 28. The compressed elastic portions 28 rotates theouter limiting portion 26 with its reaction force. The rotation of theouter limiting portion 26 causes the triangular spaces between the outerlimiting portion 26 and the inner limiting portion 24 to be deformed,thereby compressing the elastic portions 29 in these triangular spaces.

In short, the reaction generating portion 20 provides two-stage reactiongenerating means. One stage of it is provided by the inner limitingportion 22, the elastic portions 28 and the outer limiting portion 26.The other stage of it is provided by the inner limiting portion 24, theelastic portions 29 and the outer limiting portion 26. The oscillationangle providing the reaction force is doubled by the two-stage reactiongenerating means in comparison with the reaction force by only onereaction generating means. More particularly, the first reaction forcecan be provided within a range of about 35 degrees by the inner limitingportions 22, the elastic portions 28 and the outer limiting portion 26.The second reaction force can be provided within a range of about 35degrees by the inner limiting portion 24, the elastic portions 29 andthe outer limiting portion 26. Thus, the total oscillation angle equalto about 70 degrees will be provided by the two-stage reaction forces.

Since one of the elastic portion 28 and 29 is compressed within anoscillation angle of about 35 degrees, the elastic portions are lessdamaged than the case where all the elastic portions are compressedwithin an oscillation angle of about 70 degrees. Since the reactionforce is provided by a restoring force produced when the elasticportions 28 and 29 are compressed, the reaction force will increase asthe oscillation angle increases. In the embodiment, the oscillationangle to compress one of the elastic portions is smaller, therebyproviding a less variable reaction force. In other words, a relativelyconstant reaction force can be provided.

The reaction generating portion 30 will now be described. FIG. 8A is apartial side view of the reaction generating portion 30 while FIG. 8B isa cross-sectional view taken along a line D--D in FIG. 8A.

As described, the reaction generating portion 30 is mounted on therotating shaft 14 and has a stopped element 32. The inclination of thestopped element 32 is limited by a stopper 40 to limit the oscillationof the input board 120 (see FIGS. 1 to 6).

The reaction generating portion 30 movably supports the stopped element32 and provides a reaction force when the stopped element 32 isinclined. More particularly, a square pipe-shaped outer limiting portion36 is fixedly mounted on the rotating shaft 14 in which an innerlimiting portion 34 is disposed. The top end of the inner limitingportion 34 fixedly supports the stopped element 32. As shown in FIG. 8B,elastic portions 38 are disposed in the triangular spaces that areformed between the outer sides of the inner limiting portion 34 and theinternal corners of the outer limiting portion 36.

In short, the reaction generating portion 30 is substantially similar toone stage of the aforementioned two-stage reaction generating portion20, but will not be further described.

The stopped element 32 is thus swung or oscillated by the reaction forcefrom the reaction generating portion 30. As an external force is appliedto the input board 120 to incline it from such a state that the stoppedelement 32 is restricted by the stopper 40 as shown in FIG. 5, thestopped element 32 will be inclined to swing the input board 120 asshown in FIG. 6.

To shift the state of FIG. 5 to the state of FIG. 6, another forceagainst the reaction force from the reaction generating portion 30 isrequired. When the stopped element 32 is inclined within the oscillationarea 42, a reaction force is provided by the reaction generating portion20. Since the reaction generating portion 30 will not provide anyreaction force at this time, however, the input board 120 can be movedthrough a smaller outer force. When the input board 120 is to be furtherinclined from the position in which it is restricted by the stopper 40,an outer force against the reaction force from the reaction generatingportion 30 is also required. By provision of the stopped element 32through the reaction generating portion 30, thus, the input board 120can be lightly swung or oscillated within a given rage. When the inputboard 120 is to be inclined beyond such a given range, a relativelylarge force must be exerted to the input board 120. The area in whichsuch a relatively large force is required will be defined as anadditional reaction area.

Thus, the input board 120 can be placed in three states. In the firststate the reaction generating portion 20 provides a reaction force, butthe reaction generating portion 30 does not provide a reaction force. Inthe second state the stopped element 32 can be inclined by a forceagainst the reaction force from the reaction generating portion 30 whilerestricted by the stopper 40 (additional reaction area). In the thirdstate the stopped element 32 is completely restricted and cannot befurther moved. In addition, an impact produced when the oscillation ofthe stopped element 32 is limited by the stopper 40 can be absorbed bythe reaction generating portion 30.

Since the roller 32a is received in the oscillation stopping area 44under the state of FIG. 1, only the second and third states can beprovided without the first state. More particularly, the additionalreaction area becomes equal to the neutral position of the input board120 since the roller 32a is located within the oscillation stopping area44 of the minimum width. Therefore, the input board 120 is stabilized atthe neutral position.

Other Structure

The other structure of this embodiment will be described below. FIGS.12A and 12B show the detailed structure of the left and right steps120a, 120b. Edging will be described with reference to FIGS. 12A and12B.

The input board 120 of this embodiment comprises a pair of the left andright steps 120a, 120b, and a frame 123 which rotatably supports theleft and right steps 120a, 120b through rotating shafts 128a and 128b,respectively. When the steps 120a and 120b are inclined by the player,he or she can perform an edging action.

The edging action is accomplished about the step rotating shafts 128aand 128b within the maximum inclination angle α_(max) from a referenceposition in which the inclination angle α is equal to zero in such astate as shown by a two dot chain line in FIG. 12A. The referenceposition can be defined as a position wherein the left and right steps120a, 120b are positioned flat relative to the frame 123.

In this embodiment, a parallel link mechanism including a link 126 isapplied to the left and right steps 120a, 120b. Thus, the left and rightsteps 120a, 120b can be interlocked to each other when they areinclinded. Therefore, the same inclination angle can be alwaysmaintained in both the left- and right steps 120a, 120b. Thisinclination angle is sensed by an edging sensor 124 which is located inthe connecting portion between the step rotating shaft 128a and theframe 123. The edging sensor 124 is formed of a revolving type variableresistor which detects the inclination angle in the steps 120a and 120bas a resistance.

The left and right steps 120a, 120b are always forced toward thereference position in which the inclination angle α is equal to zero (aposition in which the left and right steps 120a, 120b are shown by a twodot chain line in FIGS. 12A and 12B) through forcing means (not shown).As the inclination angle α increases, a restoring force toward thereference position increases. The player can perform the edging actionwhile feeling loads on his or her feet as in the actual skiing, sincethe left and right steps 120a, 120b are swung or oscillated by theplayer against the aforementioned elastic force.

FIGS. 13A and 13B show the locus of the virtual skier moving in avirtual three-dimensional space.

In the actual skiing, the running state and locus of a skier aredetermined by turning motion of ski plates, topography and other naturalconditions. Since the skier determines his or her running course bycontrolling the ski plates, the moving locus highly depends on theturning action of the ski plates.

In the ski game machine according to this embodiment, the turning actionis provided by the horizontal swing action and the vertical edgingaction. These inputs provide the following functions to the locus of themoving skier.

For example, if the virtual skier inclines his or her ski plates througha small angle, the locus thereof draws such a gentler curve as shown inFIG. 13A, resulting in a smaller deceleration. If the virtual skierinclines the ski plates through a larger angle, the locus thereof drawssuch a sharper curve as shown in FIG. 13B, resulting in a largerdeceleration.

When the player wants the virtual skier to perform a turn and if theleft and right steps 120a, 120b in the input board 120 are used to makean edging action, the game is produced such that the edging actioninfluences the locus and speed of the virtual skier.

More particularly, as the edging angle increases, the curve drawn by thelocus of the virtual skier is more sharpened and the decelerationdecreases. Only when the player appropriately combines the swingingaction with the edging action in the input board 120, the virtual skiercan perform his or her quick passage through a desired course withoutrunning out of the course. This can provide a feel more similar to thatof the actual skiing.

The ski game machine according to this embodiment will now be brieflydescribed. When the player gets on the input board 120, he or she firstthrows a coin into a coin throwing portion (not shown) and thendepresses selection buttons 112, 114 and a decision button 116 to selecta game mode and a course.

This embodiment provides two game modes, a race mode and a time attackmode. When the race mode is selected, a competitive game in which thevirtual skier competes with four computer skiers will be played. If theplayer selects the time attack mode, only the virtual skier controlledby the player will play the game to obtain the shortest time, ratherthan competition with the computer skiers.

Furthermore, this embodiment provides three courses, junior, middle andsenior.

When a race mode and a course are selected by the player, the gamestarts with a game scene 300 on a display 130.

FIG. 14 shows the details of such a game scene in this embodiment. Thegame scene 300 includes a scene viewed by the virtual skier in his orher front in a preset three-dimensional game space. Such a scene isrirtual three-dimentional one corresponding to the course selected bythe player. FIG. 16A exemplifies a scene in a selected course.

Information relating to the courses is stored, as divided mapinformation, in a map information storage section of a game computationsection 400 as will be described. Information necessary to form theimages of the course is stored in an object image information storagesection 260 of an image synthesis section 200 which will be alsodescribed. Based on the information, the scene viewed by the virtualskier in his or her front is computed and displayed.

FIG. 15 is a functional block diagram of an arcade ski game machineaccording to this embodiment.

The arcade ski game machine comprises a player's control section 140, agame computation section 400, an image synthesis section 200 and adisplay 130.

The player's control section 140 includes an input board 120, selectionbuttons 112, 114, a decision button 116 shown in FIG. 9. The player'scontrol section 140 further includes a swing sensor 18 and an edgingsensor 124 for sensing a turn motion of the input board 120 as swing andinclination angles. The detection signal and other control signals arethen inputted into the game computation section 400.

The game computation section 400 comprises a game space computationsection 410, a map information storage section 430 and a moverinformation storage section 440. The game computation section 400performs various computation for the game on the basis of the inputsignals from the control section 140 and a preset game program. Theresulting data are then outputted toward the image synthesis section 200for forming an image.

The preset game program is stored in a storage section (not shown) inthe game space computation section 410. The game space computationsection 410 computes the positional coordinates of the virtual skiercontrolled by the player on the basis of the game program, the controlsignals from the control section 140 and the skier information read outfrom the mover information storage section 440. The game spacecomputation section 410 also computes the positional coordinates ofother virtual skiers on the basis of the game program and the moverinformation read out from the mover information storage section 440.Thus, a three-dimensional game space will be formed on the basis of thepositional coordinates of the virtual skier controlled by the player andother virtual skiers as well as the map information read out from themap information storage section 430.

More particularly, the game scene is supplied to the display at eachtime of 1/60 seconds. The game computation section 400 sets athree-dimensional game space reflecting 1/60 seconds variable statesaccording to the following manner.

Information relating to the courses along which the player's skier movesis stored in the map information storage section 430 as divided mapinformation about the plane coordinates of each point and the altitudeof that point. The present position of the player's skier is stored inthe mover information storage section 440 as the mover information inthe three-dimensional coordinates. As the game starts, a start positionis decided depending on the course selected by the player. Thecoordinates of that start position in the three-dimensional space areinitially set in the mover information storage section 440 as thepresent position of the player's skier. The infomation of the positionof the player's skier in the mover information strage section 440subsequently updated depending on the computation result by the gamespace computation section 410 every 1/60 seconds.

The game space computation section 410 reads out the present position ofthe player's skier from the mover information storage section 440. Thegame space computation section 410 further computes the variableposition of the player's skier moving in the virtual three-dimensionalspace, based on the control signals from the control 140 through theturning action made by the player and the infomation of the topographyand other natural conditions. Information of a natural condition such aswind or the like is formed according to algorithm preset in the gameprogram so that the natural condition can influence the moving action ofthe player's skier.

In such a manner, this embodiment computes the state where the player'sskier is going on skis in a given three-dimensional game space as shownin FIG. 16A. The results are outputted toward the image synthesissection 200.

Since images are supplied to the display every 1/60 seconds, the gamespace computation section 410 performs the aforementioned computationevery 1/60 seconds and outputs the result toward the image synthesissection 200.

The image synthesis section 200 forms artificial three-dimensional andcourse map images actually viewed by the virtual skier according to theresult from the game computation section 400. These images are thendisplayed on the display 130. The image synthesis section 200 comprisesa three-dimensional computation section 220, an image forming section240 and an object image information storage section 260.

The object image information storage section 260 has stored imageinformation relating to the movers such as the skiers, snowed surfaces,hills, trees, rivers, buildings and others.

In such a case, each of the image information is represented by aplurality of polygons.

The three-dimensional computation section 220 reads out the imageinfomation corresponding to the input data (including the moverinformation and divided map information) from the object imageinformation storage section 260. The read image information set the gamespace as a set of polygons. The three-dimensional computation section220 also performs other processing such as clipping for removing dataout of the visual field, perspective projection conversion into a screencoordinate system, sorting and others. The processed data are thenoutputted toward the image forming section 240.

The image forming section 240 forms image information visible to theplayer based on the inputted data. More particularly, the data inputtedfrom the three-dimensional computation section 220 to the image formingsection 240 are represented as image information formed by polygonvertex information and other information. Therefore, the image formingsection 240 forms image information of all the dots in each polygonbased on the polygon vertex information and other information. Theprocessed data are then outputted toward the display 130 in which such avirtual three-dimensional game image as shown in FIG. 16B will beformed.

The image forming section 240 may form an image through a techniqueknown as a texture mapping in which the image information of all thedots in each polygon has been stored in any suitable storage means suchas ROM as texture information. The texture information is then read outfrom the ROM and mapped onto the polygon using texture coordinates givento each vertex of each polygon as an address.

As the game proceeds while the player makes various actions such asturns and others through the input board 120, a state as if the playergoes on skis in the virtual three-dimensional game space 500 can besimulated.

As the game is started in the arcade ski game machine according to thisembodiment, the player can freely slide in the virtual three-dimensionalgame space 500 shown in FIG. 16A and can also compete with the otherskiers.

Normally, a skier will not stop as long as he or she goes from a higherplace to a lower place. If he or she falls or goes out of the courset,he or she may stop. If an acceleration can be consciously attained byperforming the skating input with both the feet of the player as in theactual skiing, the ski game machine will be improved in reality. In theprior art game machines of such a type, however, the input meansincluded an input board that can be simultaneously actuated by both thefeet of the player. This only permits the turning action in the skiing.Therefore, the prior art could not provide a skating action that isperformed by both the feet of the player.

The game machine of this embodiment comprises a skating action judgmentsection 422 in the game space computation section 410. The skatingaction judgment section 422 judges that the skating action is beingperformed only when the turning action of the input board 120 fulfills apreset requirement.

In such an arrangement, the input board 120 used to performing thenormal turn input can be also used to make the skating input through theplayer's feet without any modification. This can provide a ski game,snow board game or skate board game which is improved in reality.

More particularly, the skating action judgment section 422 judges thatthe skating action is being performed only when four or more swings aredetected by the swing sensor, each swing having a swing angle equal toor more than 70% of the maximum angle (70 degrees) and an intervalbetween each swing being equal to or less than 0.8 seconds. Thus, theskating turn can be clearly distinguished from the normal turningaction.

FIGS. 17A, 17B and 17C are schematic analog diagrams of the swing angleθ detected by the swing sensor. The horizontal axis represents time. Thevertical axis represents the magnitude of the swing angle θ relative tothe reference position 0. The swing angle θ measured from the referenceposition in the left direction is positive while the swing angle θmeasured from the reference position in the right direction is negative.FIG. 17A is an analog wave form detected by the sensor 122 when eachswing angle θ is 90% of the maximum (70 degrees) and an interval betweeneach swing is one second. FIG. 17B is an analog wave form detected bythe sensor 122 when each swing angle θ is 60% of the maximum (70degrees) and an interval between each swing is 0.5 seconds. FIG. 17C isan analog wave form detected by the sensor 122 when each swing angle θis 90% of the maximum (70 degrees) and an interval between each swing is0.5 seconds.

The skating action judgment section 422 judges that the skating actionis being performed when such an analog wave form as shown in FIG. 17C isdetected.

The game machine of this embodiment further comprises a skatingacceleration section 424 for consciously accelerating the player's skierbased on the skating action.

The skating acceleration section 424 is responsive to the result of theskating action judgment section 422 and also the state of the player'sskier in the virtual three-dimensional space for accelerating theplayer's skier in the virtual three-dimensional game space.

The skating acceleration section 424 judges whether or not the player'sskier should be accelerated, based on the result of the skating actionjudgment section 422 and also the speed of the player's skier. This isbecause the skating action is not almost basically performed by theskier when he or she skis at a high speed and because it is preferredthat the swinging action of the player in such a case is treated as theturning action, rather than the skating action.

When a skating action is sensed by the skating action judgment section422, the skating acceleration section 424 judges it a skating action andaccelerates the player's skier in the virtual three-dimensional gamespace if the speed of the player's skier is less than a predeterminedlevel. If the speed of the player's skier in the virtualthree-dimensional game space is higher than the predetermined level, theskating acceleration section 424 judges the detected skating action as aturning action and does not accelerate the player's skier. Thepredetermined level is set 80 km/h in this embodiment.

In this embodiment, the skating acceleration section 424 increases thepresent acceleration by a given amount while the skating action iscontinued. In other words, the acceleration computed by the gamecomputation section 400 is controlled to be increased by a given amountduring the skating action.

FIG. 18 continuously shows the states of the player's skier in the gamespace when the acceleration is being performed during the skatingaction.

If the speed of the player's skier is equal to or higher than a givenspeed, the skating acceleration section 424 judges that the player isperforming the turning action, even if the aforementioned skating actionis made by the player.

In this embodiment, the conscious acceleration by the player's skatingaction can be accomplished without damage of the reality only byoperating the input board 120.

The invention is not limited to the illustrated and describedembodiment, but may be applied to any one of various modified andchanged forms.

Modifications of the Distinctive Structure

The form shown in FIG. 1 can be modified into such a form as shown inFIG. 19. Referring to FIG. 19, a stopper 50 is provided so that it canbe rotated in the swinging direction of the stopped element 32 about aengaging portion 50a which is engaged with a rotating rod 48. Thus, theposition of an oscillation area 52 in which the stopped element 32 ispermitted to be swung only within a given range can be offset. Moreparticularly, the input board 120 can be narrowly inclined in acounterclockwise direction in FIG. 19, but can be widely inclined in aclockwise direction. To rotate the stopper 50, the engaging portion 50amay be formed separately of the stopper 50 and angularly adjusted byscrew means or the like.

FIG. 20 shows another modified form which comprises two divided stoppers60a and 60b. Each of the stoppers 60a and 60b is driven by a rotatingrod 68a or 68b. One of the stoppers 68a or 68b is adapted to define oneend of a range in which the stopped element 32 can be swung while theother stopper 68b or 68a is adapted to define the other end of such arange. Thus, the stopped element 32 can be swung or oscillated from theneutral position in one and the other directions with different angles.When the stopped element 32 is to be stopped, however, it is requiredthat the oscillation stopping areas 64a and 64b are arranged so that theroller 32a can be received by both of them.

FIG. 21 shows still another modified form which comprises an arm 82supporting the input board 120. At end of the arm 82 is provided astopped element 86. The arm 82 can be rotated about a rotating shaft 84.The rotating shaft 84 is forced to return back to a given positionthrough reaction generating means as in the previously describedembodiment. The stopped element 86 is located between a pair of stoppers70 which restrict the oscillation of the stopped element 86.

More particularly, each of the stoppers 70 is mounted on mountingportions 74 through a spring 72. Thus, each stopper 70 can exert areaction force larger than the reaction force provided by the rotatingshaft 84 to the stopped element 86 within a width range W in which thecorresponding spring 72 is elastically deformed. Therefore, an impact tothe stopper 70 can be absorbed when the oscillation of the stoppedelement 86 is restricted.

Each of the mounting portions 74 is engaged with a screw formed on thecorresponding rotating rod 78 driven by a motor 76. As the rotating rods78 are rotated, the mounting portions 74 can be moved. When the spacingbetween the mounting portions 74 is increased or decreased, theoscillation area of the stopped element 86 can be increased ordecreased. When the oscillation area is decreased to its minimum level,the stopped element 86 can be completely restricted to make the inputboard 120 immobile at the neutral position.

Although the embodiments have been described as to the three-dimensionalski game machine, the invention is not limited to such a game machine,but may be similarly applied to any other simulator adapted to perform asnow board, skate board, surfing board or the like.

Although the swinging member has been described as an input board whichcan be simultaneously swung by both the feet of the player, theinvention can be similarly applied to two interlocking input boardswhich can be swung by the feet of the player through a parallel linkage.Alternatively, such two input boards may be independently swung by therespective feet of the player while at the same time first and secondelastic means may be provided to generate independent reactions to therespective input boards.

What is claimed is:
 1. A sliding simulator comprising:a swinging member,said swinging member being swung right and left by a player standingthereon; a swing sensor for sensing swing movement of said swingingmember; an image generating unit for generating an image in response toa signal sensed by said swing sensor; and a display for displaying saidimage.
 2. A game apparatus comprising said sliding simulator of claim 1for playing a skiing game.
 3. The sliding simulator of claim 1, whereinsaid image is a three-dimensional image.
 4. A game apparatus comprisingsaid sliding simulator of claim 3 for playing a skiing game.
 5. Thesliding simulator of claim 1, wherein said swinging member has a pair ofsteps and an edging sensor, each of said steps being designed for saidplayer's standing thereon with each of the player's feet, each of saidsteps being rotatably supported along an axis extending behind and infront of said player, said edging sensor sensing an inclination angle ofsaid steps, wherein a signal sensed by said edging sensor is inputtedinto said image generating unit and used as part of information forgenerating said image.
 6. The sliding simulator of claim 5, wherein saidedging sensor comprises a rotating type variable resistor.
 7. Thesliding simulator of claim 5, wherein said image is a three-dimensionalimage.
 8. A game apparatus comprising said sliding simulator of claim 7for playing a skiing game.
 9. The sliding simulator of claim 5, furthercomprising a support means grasped by said player to support theplayer's body with the player's hands.
 10. The sliding simulator ofclaim 9, wherein said image is a three-dimensional image.
 11. A gameapparatus comprising said sliding simulator of claim 10 for playing askiing game.
 12. The sliding simulator of claim 5, wherein said stepsare interlocked to be made parallel.
 13. The sliding simulator of claim12, wherein said image is a three-dimensional image.
 14. A gameapparatus comprising said sliding simulator of claim 13 for playing askiing game.
 15. The sliding simulator of claim 12, further comprising asupport means grasped by said player to support the player's body withthe player's hands.
 16. A game apparatus comprising said slidingsimulator of claim 15 for playing a skiing game.
 17. The slidingsimulator of claim 15, wherein said image is a three-dimensional image.18. A game apparatus comprising said sliding simulator of claim 17 forplaying a skiing game.
 19. The sliding simulator of claim 1, furthercomprising a support means grasped by said player to support theplayer's body with the player's hands.
 20. The sliding simulator ofclaim 19, wherein said image is a three-dimensional image.
 21. A gameapparatus comprising said sliding simulator of claim 20 for playing askiing game.